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Object2D.cpp
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Object2D.cpp
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//
// Created by ivan- on 18.01.2020.
//
#include "Object2D.h"
#include "settings.h"
// Constructors
Object2D::Object2D(Point2D position, std::vector<Point2D> points, double height, std::string texture, Point2D velocity)
: p_position(position), v_points2D(points), p_velocity(velocity), d_height(height), T_texture(*ResourceManager::loadTexture(texture))
{
}
Object2D::Object2D(const Object2D& object2D) : T_texture(object2D.T_texture)
{
v_points2D = object2D.v_points2D;
p_position = object2D.p_position;
p_velocity = object2D.p_velocity;
s_name = object2D.s_name;
d_height = object2D.d_height;
b_isMirror = object2D.b_isMirror;
}
// Miscellaneous
ObjectType Object2D::type()
{
return ObjectType::Object;
}
sf::Texture& Object2D::loadTexture()
{
return T_texture;
}
void Object2D::draw(sf::RenderTarget& window)
{
sf::ConvexShape polygon;
polygon.setPointCount(nodes().size());
int i = 0;
for (auto p : nodes())
polygon.setPoint(i++, sf::Vector2f((float)p.x * SCALE, (float)p.y * SCALE));
polygon.setOutlineColor(OUTLINE_COLOR);
polygon.setFillColor(FILL_COLOR);
polygon.setOutlineThickness(OUTLINE_THICKNESS);
polygon.setPosition((float)x() * SCALE, (float)y() * SCALE);
window.draw(polygon);
}
// Physics
int sign(double number)
{
return number >= 0 ? 1 : -1;
}
bool Object2D::segments_crossing(const std::pair<Point2D, Point2D>& segment1, const std::pair<Point2D, Point2D>& segment2, Point2D& point)
{
Point2D cut1 = segment1.second - segment1.first;
Point2D cut2 = segment2.second - segment2.first;
double prod1;
double prod2;
prod1 = Point2D::cross(cut1, (segment2.first - segment1.first));
prod2 = Point2D::cross(cut1, (segment2.second - segment1.first));
if (sign(prod1) == sign(prod2) || (prod1 == 0) || (prod2 == 0)) // Отсекаем также и пограничные случаи
return false;
prod1 = Point2D::cross(cut2, (segment1.first - segment2.first));
prod2 = Point2D::cross(cut2, (segment1.second - segment2.first));
if (sign(prod1) == sign(prod2) || (prod1 == 0) || (prod2 == 0)) // Отсекаем также и пограничные случаи
return false;
point.x = segment1.first.x + cut1.x * std::abs(prod1) / std::abs(prod2 - prod1);
point.y = segment1.first.y + cut1.y * std::abs(prod1) / std::abs(prod2 - prod1);
return true;
}
bool Object2D::cross(const std::pair<Point2D, Point2D>& ray, std::pair<Point2D, Point2D>& wall, Point2D& point, double& uv)
{
Point2D crossPoint = { 0, 0 };
std::pair<Point2D, Point2D> segment2 = { p_position + v_points2D.back(), p_position + v_points2D.front() };
bool success = false;
for (size_t k = 0; k < v_points2D.size(); k++)
{
if (segments_crossing(ray, segment2, crossPoint) && (point - ray.first).abs() > (crossPoint - ray.first).abs())
{
success = true;
point = crossPoint;
wall = std::move(segment2);
}
if(k + 1 != v_points2D.size())
segment2 = { p_position + v_points2D[k], p_position + v_points2D[k + 1] };
if(v_points2D.size() == 2)
break;
}
// ------------
/*
if (segments_crossing(ray, segment2, crossPoint) && (point - ray.first).abs() > (crossPoint - ray.first).abs())
{
success = true;
point = crossPoint;
wall = std::move(segment2);
}
*/
// ------------
if (success)
{
uv = (wall.second - point).abs();
}
return success;
}
// World coordinates
double Object2D::height() const
{
return d_height;
}
double Object2D::x() const
{
return p_position.x;
}
double Object2D::y() const
{
return p_position.y;
}
Point2D Object2D::position() const
{
return p_position;
}
void Object2D::shift(Point2D vector)
{
p_position += vector;
}
void Object2D::setPosition(Point2D position)
{
p_position = position;
}
// Mirror
bool Object2D::isMirror() const
{
return b_isMirror;
}
void Object2D::setMirror(bool mirror)
{
b_isMirror = mirror;
}
// Name
std::string Object2D::getName() const
{
return s_name;
}
void Object2D::setName(std::string name)
{
s_name = name;
}
// Segment nodes
std::vector<Point2D>& Object2D::nodes()
{
return v_points2D;
}
void Object2D::setPoints2D(std::vector<Point2D> points2D)
{
v_points2D = std::move(points2D);
}
void Object2D::rotate(double angle) {
double cosA = cos(angle);
double sinA = sin(angle);
for(auto& p : v_points2D) {
double oldX = p.x;
double oldY = p.y;
p.x = cosA * oldX - sinA * oldY;
p.y = sinA * oldX + cosA * oldY;
}
}